![]() ![]() ![]() You can even make them a main strategy and recruit 40+ per turn for a long time, foregoing a Sloth scale just for them. The Androphag Archers are a fantastic unit for expansion and really hit their stride in early game defense and expansion. three nations that did not have any other enemies to worry about during that whole time except me, myself, and Gazebo the Gorgon. I am leading going into turn 41 (and now 56) in Peccary in provinces, income, gem income, forts, research, and dominion, but by a lesser margin, because this was after getting attacked by 3 nations from turns 15 to 26. I was fighting 5 and 6 nations at a time by the time Gandalf's server died. It was my first game, a noob game, but I really dominated it, even with some what seemed to be well-skilled players - in part to a good starting position, in part to a trustworthy co-non-belligerent I met in the game, and in part to Sauromatia's strengths. I have played Sauromatia twice, in the Ascendant and Peccary games, 15 and 8 players respectively, and imo I would have handily won Ascendant had the server not gone down at turn 45. Their main weakness is that since these are not individually overpowering, they are not the strongest at any one thing, which can definitely be considered a flaw and is exploitable. Their main strength is their excellent combination abililty and moderate advantages in nearly every aspect of the game. Sauromatia is one of the most utterly versatile nations in the game, not excelling at anything other than their capital-only archers, which at the end of the day are only archers, and can be countered by quite a few things. ![]()
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